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Overworld actors, e.g. the load/save menu or the inventory wheel should not use the lights of the current scene for lighting. This fixes the bug that the screenshots of the load menu were dimmed to various levels depending on the current scene.
225 lines
6.6 KiB
C++
225 lines
6.6 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GRIM_SET_H
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#define GRIM_SET_H
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#include "engines/grim/pool.h"
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#include "engines/grim/object.h"
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#include "engines/grim/color.h"
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#include "engines/grim/sector.h"
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#include "engines/grim/objectstate.h"
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#include "math/quat.h"
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#include "math/frustum.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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class SaveGame;
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class CMap;
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struct Light;
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struct SetShadow;
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class Set : public PoolObject<Set> {
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public:
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Set(const Common::String &name, Common::SeekableReadStream *data);
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Set();
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~Set();
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static int32 getStaticTag() { return MKTAG('S', 'E', 'T', ' '); }
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void loadText(TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void setupOverworldLights();
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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int _minVolume;
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int _maxVolume;
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static Bitmap::Ptr loadBackground(const char *fileName);
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void drawBackground() const;
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void drawBitmaps(ObjectState::Position stage);
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void setupCamera();
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void setupLights(const Math::Vector3d &pos, bool inOverworld);
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void setSoundPosition(const char *soundName, const Math::Vector3d &pos);
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void setSoundPosition(const char *soundName, const Math::Vector3d &pos, int minVol, int maxVol);
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void calculateSoundPosition(const Math::Vector3d &pos, int minVol, int maxVol, int &volume, int &balance);
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void setSoundParameters(int minVolume, int maxVolume);
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void getSoundParameters(int *minVolume, int *maxVolume);
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const Common::String &getName() const { return _name; }
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void setLightEnableState(bool state) {
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_enableLights = state;
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}
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void setLightIntensity(const char *light, float intensity);
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void setLightIntensity(int light, float intensity);
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void setLightPosition(const char *light, const Math::Vector3d &pos);
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void setLightPosition(int light, const Math::Vector3d &pos);
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void setLightEnabled(const char *light, bool enabled);
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void setLightEnabled(int light, bool enabled);
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void turnOffLights();
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void setSetup(int num);
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int getSetup() const { return _currSetup - _setups; }
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inline int getNumSetups() const { return _numSetups; }
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// Sector access functions
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int getSectorCount() { return _numSectors; }
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Sector *getSectorBase(int id);
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Sector *getSectorByName(const Common::String &name);
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Sector *getSectorBySubstring(const Common::String &str);
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Sector *getSectorBySubstring(const Common::String &str, const Math::Vector3d &pos);
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Sector *findPointSector(const Math::Vector3d &p, Sector::SectorType type);
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int findSectorSortOrder(const Math::Vector3d &p, Sector::SectorType type);
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void findClosestSector(const Math::Vector3d &p, Sector **sect, Math::Vector3d *closestPt);
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void shrinkBoxes(float radius);
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void unshrinkBoxes();
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void addObjectState(const ObjectState::Ptr &s);
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void deleteObjectState(const ObjectState::Ptr &s) {
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_states.remove(s);
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}
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void moveObjectStateToFront(const ObjectState::Ptr &s);
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void moveObjectStateToBack(const ObjectState::Ptr &s);
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ObjectState *addObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool transparency);
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ObjectState *findState(const Common::String &filename);
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// Setups contain the camera information and background for all views in a Set
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struct Setup { // Camera setup data
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void load(Set *set, int id, TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void setupCamera() const;
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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void getRotation(float *x, float *y, float *z);
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Math::Matrix4 getRotation() { return _rot; }
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void setPitch(Math::Angle p);
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void setYaw(Math::Angle y);
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void setRoll(Math::Angle r);
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Common::String _name;
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Bitmap::Ptr _bkgndBm, _bkgndZBm;
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// Camera settings
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Math::Vector3d _pos, _interest;
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Math::Matrix4 _rot;
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float _roll, _fov, _nclip, _fclip;
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};
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CMap *getCMap() {
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if (!_cmaps || ! _numCmaps)
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return NULL;
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return _cmaps[0];
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};
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Setup *getCurrSetup() { return _currSetup; }
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const Common::List<Light *> &getLights(bool inOverworld) { return (inOverworld ? _overworldLightsList : _lightsList); }
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const Math::Frustum &getFrustum() { return _frustum; }
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int getShadowCount() const { return _numShadows; }
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SetShadow *getShadow(int i);
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SetShadow *getShadowByName(const Common::String &name);
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private:
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bool _locked;
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Common::String _name;
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int _numCmaps;
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ObjectPtr<CMap> *_cmaps;
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int _numSetups, _numLights, _numSectors, _numObjectStates, _numShadows;
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bool _enableLights;
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Sector **_sectors;
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Light *_lights;
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Common::List<Light *> _lightsList;
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Common::List<Light *> _overworldLightsList;
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Setup *_setups;
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SetShadow *_shadows;
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Setup *_currSetup;
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typedef Common::List<ObjectState::Ptr> StateList;
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StateList _states;
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Math::Frustum _frustum;
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friend class GrimEngine;
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};
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/**
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* \struct Light
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* Set lighting data
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*/
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struct Light {
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Light();
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void load(TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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enum LightType {
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Omni = 1,
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Spot = 2,
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Direct = 3,
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Ambient = 4
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};
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Common::String _name;
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LightType _type;
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Math::Vector3d _pos, _dir;
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Color _color;
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float _intensity, _umbraangle, _penumbraangle, _falloffNear, _falloffFar;
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bool _enabled;
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// there may be more lights with the same position, so this is used to make the sort stable
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int _id;
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};
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/**
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* \struct SetShadow
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* Set shadow data (EMI)
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*/
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struct SetShadow {
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SetShadow();
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void loadBinary(Common::SeekableReadStream *data, Set *set);
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void saveState(SaveGame *savedState) const;
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void restoreState(SaveGame *savedState);
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Common::String _name;
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Math::Vector3d _shadowPoint;
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int _numSectors;
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Common::List<Common::String> _sectorNames;
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Color _color;
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};
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} // end of namespace Grim
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#endif
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